Giant Slayer (Inactive)

Game Master Azure_Zero


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So having not seen many GiantSlayer games starting up I've decided to break down and run my own. Below are the character creation guidelines I'd like for you guys to follow. I have potentially 3 players already for this game so I'm only looking for 1-3 more.

Character Creation Guidelines::

-Characters are level 1
-Average starting wealth per class
-Classes from Core, APG, UM, UC, and ACG are acceptable.
-As I do not have a copy of Unchained yet nor will I be able to aford a book or pdf copy of it any time soon I will ask that people avoid Unchained even though it sounds like its going to be off the hook!
-Please none of the new classes that were play tested(pathfinders taken on Psionics)
-NO third party publishing sources allowed!
-All other Paizo products will be allowed
-Race traits, feats, magic items, and alternate class features from the ARG are allowed but you can not build your own custom race.
-2 traits one of which has to be a campaign trait from the Giantslayer players guide
-25 point buy


If you have any questions let me know and I'll get back to you when I can.

As I already have potentially 3 people in this game already I am only going to keep recruitment open until Wednesday and I will make final selections Wednesday and game will start Thursday.

Sovereign Court

I'll apply, made this character just now. I'll begin on stats and be done by tonight.


Dot. How to best avoid competing with the chosen ones?

Sczarni

Will have a sorcerer up momentarily.


dot


Azure any idea what your going to play. Your one of the 3 pre-selected players so once you get a concept in mind let people know so they can build around you.


What the classes for the confirmed players?


Not sure yet

Sovereign Court

I'm in I will figure it out tonight.


Roid you are another preselected character so please let everyone know what your leaning towards asap.


Can I get a link to the Campaign traits? I can't download the player's guide right now.


Larkos wrote:
Can I get a link to the Campaign traits? I can't download the player's guide right now.

Do you have Giant Hunter's Handbook on you? They are in the back of that book.


I do not sadly. I tend to stick with online stuff for rules and spend money of flavor books like ISWG or Andoran: Spirit of Liberty.


Wanting to play, I'll throw together a dwarf paladin.


I couldn't find a link but I downloaded the Players Guide real quick and they can be found in the spoiler below.

Campaign Traits:

Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your
choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

Dragonfoe: You’ve always hated dragons. Perhaps one of your ancestors was a well-known dragonslayer, or a rampaging dragon killed your family or friends. Maybe the stories you grew up hearing about knights rescuing captive princes and princesses from the clutches of evil dragons inspired you to slay dragons. Whatever the reason for your obsession, it has driven you to study how to fight dragons and defend yourself against their fearsome attacks. You gain a +1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Ref lex saves against breath weapon attacks.

Dwarf-Trained: Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their
hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Giant-Blooded: Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or
because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as f laming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

Giantslayer Scion: You grew up listening to tales of a famed ancestor’s mighty battles against giant foes. Just the mention of your ancestor’s name is enough to strike fear into the heart of the most stalwart giant warrior, and you’ve resolved to follow in your forebear’s footsteps. You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype.

Orphaned by Giants: You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Roll With It: You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Ref lex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.

Student of Giantkind: You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Trunau Native: You were born and raised in the town of Trunau, one of the few human settlements in the orcdominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing.

Vow: to hold Trunau against all attackers, orc or otherwise, to
stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.

Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.


Link to Players guide


Don't forget me!


DM Mathpro wrote:

I couldn't find a link but I downloaded the Players Guide real quick and they can be found in the spoiler below.

** spoiler omitted **...

You the real MVP, GM. Thanks a bunch. This is the character I'm submitting. Here's the direct link to my character sheet. The Adventurer thing is to distinguish it from a lvl 7 version I made to try for a different campaign.

Also what are we doing about HP?


Max at level 1


I'll submit Ayla.


DM Mathpro wrote:
Max at level 1

Thank you. CS complete then.


So we have Ayla who is a brawler as one of our players.


Doting for interest. I'll submit once we know what roles the pre-selected players are filling.


Glad to see I haven't scared you off yet Valjoen


I might throw in once we know what's already spoken for.

I also have this one Zaeos made already, I can reflavor to non evil if necessary. Was for an evil kingmaker game and wasn't selected. Good outdoors and social skills and going for zen archer monk later, so good archery and some utility spellcasting.

Would just need some trait rearranging, basically.

Sczarni

Grigor San Marcos

Spoiler:

Male Human Sorcerer (Infernal) 1

CG Medium Humanoid (Human)

Init: +1; Senses Perception +2

DEFENSE:

AC 11 Touch 12 Flat-Footed 11 (Dex +1)

HP: 8 (1d6+2)

Fort +2 Ref +1 Will +4

OFFENSE:

Speed:30

Melee: dagger +0 (1d4 19-20/x2)

Ranged: crossbow +1 (1d8 19-20/x2) Range 80 Ammo 20

STATISTICS:

Str 10 Dex13 Con 14 Int 12 Wis 14 Cha 18

Base Atk 0; CMB 0 ; CMD 11

SA: Corrupting Touch (Touch to make creature shaken 1 rd;

SQ: Favored Class: Sorcerer (Skills), Skilled, Bloodline Arcana (+2 to DC of Charm Subschool Spells)

Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment)

Traits: Student of Giantkind (+1 Diplomacy vs Giants, +1 Kn(local) regarding Giants, Diplomacy class skill), Overwhelming Beauty (+1 DC on mind-affecting spells if target shares at least one subtype)

Skills Bluff +8, Diplomacy +8, Know(Local) +2, Linguistics +2, Spellcraft +5

Languages:Common, Giant, Draconic, Orc

Gear: dagger, crossbow, bolts (20), backpack, bedroll, torch (2), belt pouch, flint & steel, waterskin, rations (7)

Scrolls:
Spells Known (Caster Level 1 // Concentration +5 // Ranged Touch +1)
Save DC = 14 + Spell Level (DC 16 + Enchantment, DC 18 + charms)
0th: detect magic, message, acid splash, dancing lights
1st (4/day) : charm person, sleep


Interested, have a few ideas... Guess it will depend on the pre-selected characters. I do have a half-orc huntmaster cavalier already put together, but I am leaning more towards a nature-based caster.


I will submit my CG Human Oracle of Bones. Backstory in the profile.

Focus on healing and Necromancy spells.


So Current List:

Current Slots:
Ayla - Brawler - Assault Type
Roidrage - ??
?? - ??

------------------------------------------------------------------------
Submissions

Arcane:
A Darkin - Sorcerer
A Freya - Arcanist
C Grigor - Sorcerer

Assault:
1 AutoSlot

Divine:
A Aaron - Oracle

Skilled:
0 Entries

Ass/Div:
A Dolgrin - Paladin

Div/Skill:
A Zaeos - Inquisitor

Jack of all trades:
A Dingle - Alchemist

------------------------------------------------

Interest, no characters submitted.
Nohwear
Valjoen_KC


Would you allow a Druid of Erastil to have the Longbow and Shortbow proficiency mentioned in Inner Sea Gods?


Dotting for interest. Hopefully I'll having something up in a short bit.


Hey there. JUst trying out with Furnok of Ferd, ranger, scout and area-control.

Crunch:

Full Name : Furnok of Ferd

Race: Human

Classes/Levels : Ranger (Skirmisher)1 (hp favored)

Gender M

Size M

Age 18

Special Abilities :

Alignment: NG

Deity : Eristal

Location Trunau

Languages Common

Occupation : Scout

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 13
Spd: 30
Init: +6
AC: 17 ( 5 armor shield)/Touch 12 /FF15 ) +2 AC vs. Giants
BAB: +1
CMB: +4
CMD: 15
Saves: Fort +4 Ref +4 Will +2

Weapons:
Lucerne Hammer +4 1d12+3 BP Brace,Reach +1 Hit vs. orcs
Longbow +3 1d8/x3 100 ft +1 Hit vs. orcs
Falchion +4 2d4+3 18-20 +1 Hit vs. orcs

Skills: (9 level)
Perception (1+2+3)6
Survival (1+2+3)6 +1 Tracking
Stealth (1+2+3) 6
Know-Geography (1+2+3) 6
Know-Nature (1+2+3) 6
Ride (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Handle Animal (1+3) 4

Feats:Improved Initiative, Combat Reflexes,
Traits: Dwarf Trained +2 dodge AC vs. giants +1 hit orc subtype),Axe to Grind(+1 damage against threatoned foes),
Special Abilities: Favored Enemy(Orc) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Manacles
Flint&Steel
1 gp 9 sp


The List will tell you where we are short, and thus where you have increased chances of being Picked.

But also pay attention to the fact that two more entries will auto fill certain spots


Dotting. Need to polish a character for this. Will be a barbarian.


Dwarf Divine Tracker Ranger signing up.

Crunch:

Meurasod
Male dwarf ranger 1 (divine tracker)
NG Medium humanoid (dwarf)
Init +2; Senses Darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 14 {+4 dodge vs. giants}
(+2 Dex, +4 Armor, +2 Shield)
Hp 13 (1d10+3)
Fort +5, Ref +4, Will +2 ( +3 vs. spells, spell-like abilities, and poison)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven waraxe +4 (1d10+3/x3) or
Melee cold iron warhammer +4 (1d8+3/x2) or
Melee silver boulder helmet +4 (1d4+3/x2) or
Melee dagger +4 (1d4+3/19+) or
Melee cestus +4 (1d4+3/19+) or
Ranged chakram +3 (1d8+3/x2) [30 ft.]
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 13, Wis 14 Cha 8
Base Atk +1; CMB +4; CMD 16 ( +4 CMD vs. bullrush and trip when standing on ground)
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, +1
Skill Ranks Acrobatics 1 (+3), Craft (weaponsmithing) 1 (+5; +2 with metal or stone), Knowledge (dungeoneering) 1 [+5], Knowledge (geography) 1 (+5), Knowledge (nature) 1 [+5], Perception 1 (+6), Stealth 1 (+6), Survival 1 (+6)
Traits Glory of Old (Regional), Orphaned by Giants (Campaign)
Languages Common, Dwarven, Giant
SQ
Combat Gear – Other Gear dwarven waraxe, cold iron warhammer, chakram x2, armored coat, heavy wooden shield, backpack, waterskin, belt pouch, explorer’s outfit, dwarven trail rations x1, alchemical silver dwarven boulder helmet, flint and steel, mess kit, fish hooks x2, 50”, cestus, dagger
--------------------
Special Abilities
--------------------
Craftsman (Racial) +2 racial bonus on all Craft or Profession checks related to metal or stone.
Defensive Training (Racial) +4 dodge bonus to AC against giant types
Favored Enemy (Giant) +2 on Bluff, Knowledge, Perception, Sense Motive, Survival checks and hit and damage rolls against giants.
Hardy (Racial) +2 racial bonus on saving throws against poison, spells, and spell-like abilities. +1 trait bonus from Glory of Old trait.
Giant Hunter (Racial) +1 racial bonus on attack rolls against giant subtypes, +2 to survival checks to follow tracks of the giant subtype.
Rock Stepper Ignore difficult terrain created by rubble, broken ground, or steep stairs when making a 5-foot step.
Stability (Racial) +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground.
Track Add half ranger level to survival checks to follow tracks.
Weapon Familiarity (Racial) Proficient with battleaxes, heavy picks, warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Fluff:

Meurasod was spent most of his early life working the forge. Much like most of his kin, he has always followed the beliefs and teachings of Torag. He was accompanying his father and family on a journey to Trunau when they came under attack from orcs. Very few survived, and those that did left him for dead. A few days later a local from Trunau found him and brought him into Trunau to heal. After recovering from being weak from exposure and dehydration, he returned to the site of the ambush to collect any gear that he could find. He returned to Trunau to bury the deceased and plan his next move.

Meurasod stands 3’11” and is just shy of 170 lbs. Not very big by dwarf standards, his attitude and gruff exterior keep most people at bay. While he has a good heart, he rarely thinks before he speaks and usually puts people off. He’s tried the farming life, worked metal at the forge, and frequently as a hired hand. While most comfortable swinging a hammer at the forge, his lacking social skills and rough demeanor have earned him little business. His temper and hammer swinging skills are often rented, however briefly, by those looking for a little protection or intimidation. Unfortunately for him, those wishing to procure his limited skills often come into conflict with his moral compass. While not much liked by most of the town residents, most have learned to leave him alone. Still, Trunau is where he finds himself, and he has no where else to go.


So Current List:

Current Slots (The Pre-selected):
Ayla - Brawler - Assault Type
Roidrage - ??
?? - ??

------------------------------------------------------------------------
Submissions

--------------------------------
---------Pure types-----------
--------------------------------

Arcane:
A Darkin - Sorcerer
A Freya - Arcanist
C Grigor - Sorcerer

Assault:
1 Pre-Select

Divine:
A Aaron - Oracle

Skilled:
0 Entries

--------------------------------
-------Hybrid types-----------
--------------------------------
Ass/Div:
A Dolgrin - Paladin

Ass/Skill:
A Furnok - Ranger
A Meurasod - Ranger

Div/Skill:
A Zaeos - Inquisitor

Jack of all trades:
A Dingle - Alchemist

----------Legend--------------
A = Complete with Alias
C = Complete without Alias
-----------------------------------

Interest, no characters submitted.
Nohwear
Valjoen_KC
Cuàn
Ravenfall
Guru_of_the_Sands


Changed up the traits and fixed gear to average instead of max starting gold. I left the drawback on there, it went with the character lol. If we get an extra feat from it let me know and I will add one of the old ones he had picked that were survival related.

Should be good to go, let me know if you have any questions or I missed something in the converting.


I will be submitting Dak Black-Eye, Elven Rogue of the Vexing Dodger archetype.

Basics:
Str 14, Dex 16, Con 12, Int 15, Wis 12, Cha 14
Traits: Trunau Native, Ambush Training
Feats: Dodge
Aligmnent CG

Need to read the players guide to know more about how elves fit into the setting


I'm ready for adventure, my sheet is in my profile!

Hey! Don't talk about me like I'm just a pile of numbers! I'm an honest Paladin of Torag now. I even had my hand branded and everything...

What do you mean that's not Torag's brand? Giants. Giants are tricky. Sneaking around. Disguising themselves as nymphs. Betraying honest dwarves by pointing them to dubious burglar and branding parlours. I ought to shield bash the...

Wait, where's my shield?

GIANTS!


Hello!

Guru_of_the_sands here submitting my Halfing Barbarian


Presenting Thuradin Drackenforge Warpriest (Forgepriest) of Torag.

Thuradin Drackenforge:

Thuradin Drackenforge
Male dwarf warpriest (forgepriest) of Torag 1 (Pathfinder RPG Advanced Class Guide 60, 130)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +2 (1d8+2/×3) or
. . heavy pick +2 (1d6+2/×4) or
. . warhammer +3 (1d8+2/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks blessings 3/day, sacred weapon (1d6, 1 rounds/day)
Warpriest (Forgepriest) Spells Prepared (CL 1st; concentration +5)
. . 1st—divine favor, shield of faith
. . 0 (at will)—detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 13, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Steel Soul[APG], Weapon Focus (warhammer)
Traits glory of old, roll with it
Skills Acrobatics -4 (-8 to jump), Craft (armor) +3 (+5 on checks related to metal or stone), Craft (weapons) +3 (+5 on checks related to metal or stone), Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework), Spellcraft +5, Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ blessing (earth: acid strike, armor of earth), giant hunter
Other Gear scale mail, light steel shield, battleaxe, heavy pick, light crossbow, warhammer, backpack, bedroll, belt pouch, flint and steel, holy text, mess kit, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Torag, 1 gp, 1 cp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Roll With It (2/day) Negate critical hit from giantish foe.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'll get his background up later tonight or tomorrow afternoon/evening


So Current List:

Current Slots (The Pre-selected):
Ayla - Brawler - Assault Type
Roidrage - ??
?? - ??

------------------------------------------------------------------------
Submissions

---------Pure types-----------

Arcane:
A Darkin - Sorcerer
A Freya - Arcanist
C Grigor - Sorcerer

Assault:
1 Pre-Select
A Kit - Barbarian

Divine:
A Aaron - Oracle

Skilled:
0 Entries

-------Hybrid types-----------

Ass/Div:
A Dolgrin - Paladin
A Thuradin - Warpriest

Ass/Skill:
A Furnok - Ranger
A Meurasod - Ranger

Div/Skill:
A Zaeos - Inquisitor

Jack of all trades:
A Dingle - Alchemist

----------Legend--------------
A = Complete with Alias
C = Complete without Alias
-----------------------------------

Interest, no characters submitted.
Nohwear
Valjoen_KC
Cuàn
Ravenfall
Dave Herman


Here is my submission for this campaign. Dolgrym Giantfoe


darn button, please consider this character for selection. Thank you.


Here's my submission.

Crunch:
Axe Firebane
Male dwarf rogue (vexing dodger) 1
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d8+4)
Fort +1, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +1 (1d8+1/×3)
Ranged dart +3 (1d4+1)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Toughness
Traits giant dodger, orphaned by giants
Skills Acrobatics +4 (+0 to jump, +7 to avoid attacks of opportunity when leaving threated squares), Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +2, Disable Device +4, Escape Artist +4, Knowledge (nature) +4, Perception +5 (+7 to notice unusual stonework), Sense Motive +5, Sleight of Hand +4, Stealth +4, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +2, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Goblin, Orc
SQ giant hunter, limb climber
Combat Gear caltrops; Other Gear lamellar (leather) armor, battleaxe, dart (10), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, pot, thieves' tools, trail rations (5), waterskin, 16 gp, 1 sp, 1 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Giant Dodger +3 to Acrobatics to avoid AoO moving out of threatened squares.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Limb Climber (Ex) You can climb up creatures at least 1 size category larger than you.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Background:
Axe, for he doesn't remember his birth name takes the name of the weapon he used to get away from the fire giants that held him for most of his life.

Born in a clan lost to him, all he remember was that in the early years of his life. His parents fought to the bitter end until they were killed by one of the fire giants in the raid. Axe is unsure why he's still alive, but knows that except for a few years he's been a slave for most of it.

In the hands of he fire giants, Axe was made to be a man servant to many of the warriors. Cleaning blades, under heavy guard, forced to carry everything when the giants moved from one place to another. Hell, he was target practice for the many casters practicing their fire spells. So now most of his body is covered in burn scars. His life was hell for years until some giant hunters, got lucky and freed him during a raid on the camp. Unfortunatly the hunters only killed a couple and not the one Axe had focused his hate on for years the chief of the band. With help from the hunters, Axe got his hands on a battleaxe, a relic from one of the many raids the giants had done run over the years.

Once free he found himself in the hunter's debt. So with their help he learned to fight, like them focusing on the hunting of creatures like giants. Hoping one day to come across the giant that lead the raid on his home or to get the funds to track down the creature.. Now after years of hunting with no luck, his former team mates having retired or killed. He finds himself in Trunau, seeking work to move on from the region.

Discription:
Axe stands at a whooping 4'3" above average for his kind. Dressed in forrest garb and armed only with a battle axe and a bandoleer of darts. People tend to under estimate him. His dark hair shaved off, showes several weeks of stubble, patches reaveal scars across a good portion of his head. His arms, tanned from the elements are also covered in in a mixture of battle scars and burn scars, a road map telling much of his life. He keeps his dark haired bear also trimmed short.

Sovereign Court

I'll be making a hunter still picking out the race but will be a Hunter.


Submitting Torean Hillchild for your perusal. Was submitted for another campaign so some of the details need to be updated due to different requirements, but mostly in place


Interested :)

Thinking Gunslinger (Musket Master, Mysterious Stranger) for a frontiersman feel...

One question: Are you allowing Drawbacks for an extra trait? I'm thinking Paranoid due to his heavy self-reliance and not trusting anyone but himself completely....


Submitting Rokka Skystone

Took a drawback cause it fit with his back story. But it can be easily removed


Dak Black-Eye, Elven Rogue
Switching to Scout/Survivalist archetypes.

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